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Annoying glitch in my bound

Creator: Fawkes
Time: Dec 17 2007, 10:25 pm

Post #21     NudeRaider Dec 23 2007, 8:52 pm

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Quote from FawkesI found three waits besides the ones in text messages: one in winning the game, another for losing, and one in the music. I removed the two in the winning and losing triggers. The music wait is the only one that is constantly running. Is that screwing up my map? I don't understand why because it doesn't mess up the intro text messages.

It should mess them up, don't know why not... maybe not in the beginning or the waits are short enough but most importantly intro triggers are not preserved, so the problem is not reocurring.

But yes, it's the music trigger. Replace the wait with a dc (I already calculated the exact needed dc count in the post above).
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Post #22     Fawkes Dec 24 2007, 6:09 pm

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How do I use a DC to loop music?
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Post #23     Cheeseman119 Dec 24 2007, 8:41 pm

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check out Falkoners Google Page for info on deathcounts I cant count on music looping to be there but
you should have a place with 2 locations and blank terrain (no loc)1 should be on/other is off
Trigger
Description:

Players:
¤ Any unused computer player

Conditions:
¤ player 1 brings X unit to X location

Actions:
¤ Set deathcount for X player to 1
¤ Move X unit at X location to the middle of the switch
¤ Preserve Trigger

Trigger

null
Players:
¤ Any player

Conditions:
¤ Death Counts for X player is 1

Actions:
¤ Play .wav file for X player
¤ Preserve Trigger


then if the player brings the unit to off set deathcounts back to 0 so it doesnt play is that how it works?(use DC's as switches?)
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Post #24     NudeRaider Dec 25 2007, 4:39 am

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I don't understand what cheeze does there, but the easiest you can do is these 2 triggers:
(You will need only 1 location for the on/off switch and 1 DC for the delay to play the wav)
When the player moves the civ out of location 'Music on' the current music loop plays until its end and won't start again as long as the player keeps the civ out of the location.

Music counter:
Human Players
Conditions:

Always
Actions:
Subtract 1 for deaths of 'Music DC' for Current Player
Preserve

Music on:
Human Players
Conditions:

Current Player brings at least 1 civ to 'Music on'
Current Player has suffered exactly 0 deaths of 'Music DC'
Actions:
Set deaths of 'Music DC' to 1613 for Current Player
Play wav
Preserve
This post was edited 1 time, last edit by NudeRaider: Dec 25 2007, 4:45 am.
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Post #25     Fawkes Dec 27 2007, 5:44 am

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Thanks for the help. It worked. However, I'd like to know how you calculated 1613 for future reference.
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Post #26     NudeRaider Dec 27 2007, 9:07 am

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Lenght of the wav in seconds * 11.8.
1 realtime second has 11.8 dc counts.
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